Fallout 4

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LarannKiar

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LarannKiar

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About this mod

Recruitable characters, custom settlement objects, restored radiant quests, hundreds of voice lines and many more.

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About this mod:

A huge recruitment mod that contains more than 30 recruitable Institute characters, buildable Institute settlement objects, restored repetitive quests and more than 500 selected voice lines. And similarly to some of my other mods (like the Clone Yourself and the Settler Builder), it also has a "Custom Synth" plugin support for infinite ("custom": appearance optionally made by you) recruitable synths.

No vanilla quest has been overwritten for the best mod compatibility possible.


Recruit the Institute survivors:

After the explosion, the survivors take refuge in the parking lot of the Fraternal Post 115.

If Janet Thompson and her family are alive, Janet approaches you and ask for your help to find a new home for her and her family. If she's not alive, a unique character named "Gretchen" would approach you instead.


Once you recruit Janet and her family (or Gretchen) during the intro scene, all other members become recruitable too.

Choosing the "Pay me" option in the intro scene would make everyone pay you for resetting them. Depending on how many members you recruit, this "recruitment fee" can add up to a nice amount...

You don't have to recruit everyone, only the ones that you would like to. Once you're done, approach and take down the Institute flag (just activate it). If the flag is taken down, when you leave the area, non-recruited Institute members will go away.




Dean Volkert as Doctor:

Just like in the Insitute, Dean offers medical services for free.



Radiant Quests: Hypothesis, Pest Control, Reclamation (redesigned for synth recruitment), Appropriation

Some restored repetitive Institute quests. Aside from Reclamation, they are pretty similar to the vanilla ones, they have been mainly edited for the post-Institute lore.

Reclamation: practically, it became a "synth rescue" mission with optional recruitment. Alana Secord may occasionally ask you to rescue a captured synth. The synth is either a Gen1 or a Gen3. (Gen3s have higher chance).

When you find the synth, you can 1) ask them to follow you (they will become a temporary follower and will follow you until you report back to Alana), 2) send them a settlement (to recruit them immediatelly, they'll run to the settlment), 3) give them the transmitter (they'll stay where they are, in the lore Alana will send some Gen1s to retrieve them), 4) extort money from them (so you free them only if they give Caps, then they'll run toward Alana).



Recruitable Custom Synths:

As mentioned above, Reclamation became the main "synth recruitment" quest in the mod. The Gen3 synth pool utilized by this quest can be expanded by Custom Synths.

Custom Synths work like this: you activate a Custom Synth plugin (like CustomSynthF.esl, these are optional files), and the next time Alana asks you to rescue a synth, there's a chance the captured synth will be the one from Custom Synth plugin. So, in addition to the 4 Gen3 Synth added by the main mod file (2 female and 2 male, they are on the mod pictures), you can rescue and recruit synths whose appearances are fully editable in the LooksMenu. (All NPCs added by this mod are fully editable in the LooksMenu though.. but I didn't add infinite unique synths to the mod of course).





Institute Settlement Objects:

Some buildable Institute objects like High-Powered Microscope, Institute Terminal, Seedling Bay, CW Map (it's from the SRB command center), etc. They can be found in Workshop Mode >> Resources >> Miscellaneous. There's one non-assignable, player usable terminal too.